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First Edition Force on Force included special rules for adapting the game for use with WWII
scenarios. These sections were omitted from Second Edition (the Osprey edition), in which we
chose to focus entirely on post-war, modern combat. Weve received a constant stream of
requests to post these rules up so that players with the new edition of the rules could also use
them.
Well, here they are!
Heres a couple of important caveats to bear in mind with the use of these rules:
1. These rules have not been modified in any way from their 1st Edition format. You may find
that you need to make some modifications to use them with the 2nd Edition of the rules.
2. The rules presented here may or may not be carried over for use in an upcoming Ambush
Alley Games WWII rule set.
With those comments aside, ENJOY!
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2 - Dead. Unit may act as normal if it passes a TQ check. If not, it may only react fire to fire this
turn, but may act normally next turn.
3 - Serious wound. Unit suffers Casualty penalty. Unit may only react to fire this turn. Injured
man may not participate in combat and does not count towards the units Firepower. The injured
man may be escorted to the rear or to a medic.
4 - Serious wound. Unit suffers Casualty penalty. Unit may only react to fire this turn. Injured
man may not participate in combat and does not count towards the units Firepower. The injured
man may be escorted to the rear or to a medic.
5 - Light wound, walking wounded. Unit may take turn as normal. Lightly wounded figures may
remain with the unit and fight, but the unit suffers from the Casualty penalty. Alternately, the
figure can make its way to the rear area for treatment and is removed from play.
6 - OK, gets back up! Unit may take turn as normal.
moved to the unit with casualties (even if the medic has already moved during the turn) and a
First Aid check is taken as usual.
Units with medics attached automatically benefit from his presence.
A medic may only treat the wounded of ONE unit per turn.
World War Two Weapon Teams
In general, WWII Weapon Teams work as described for modern troops, but in the case of
machinegun teams, some adjustments must be made to account for the strengths and
weaknesses of certain types of weapons. The box fed BAR and Bren guns, for example, were
capable of great accuracy and penetration but their volume of fire was somewhat limited
compared to belt fed weapons such as the .30 Browning or MG-42.
The following modifiers should be applied to WWII MG Weapon teams:
Bren/BAR/FM-24 (or any box magazine fed weapon): +1 Weapon Team die
MG34, MG42, Browning .30 (or any fed LMG): +2 Weapon Team dice
Hotchkiss M1914 (Strip Fed MMG): +2 Dice Weapon Team dice
sMG34, sMG42, Vickers MMG, Maxim MMG - +2 Weapon Team dice
M2 Browning .50 Cal HMG, Soviet 12.7mm - +3 Weapon Team dice
Bail Outs (WWII)
During the Second World War, AFV crews frequently bailed out of (evacuated) their vehicles at
the first sign of trouble. AFVs of the period were often death traps that were prone to fires and
were difficult to escape from in a crisis, so crews were understandably leery of remaining in a
tank that was taking hits, even if their armor seemed to be soaking them up.
As a result, Low Confidence and Confident WWII AFV crews must make a Morale Check any
time their vehicle is hit, whether the hit causes damage or not. Only High Confidence units will
ignore non-damaging hits.
This may seem excessively harsh on WWII AFV crews, but the rule is based on first person
accounts of armored combat and, more importantly, interviews with both Allied and Axis tank
crews who made a point of commenting on the frequency with which they bailed out of their
AFVs during active engagements.
An unbuttoned tank (a tank whose commander was exposed in the commanders hatch) might
have a better view of the battlefield, but it was also far more vulnerable. In addition to exposing
its commander to gunfire and shrapnel, the open hatch made a prime target for hand-grenades
or allowed close assaulting infantry to fire into the tanks turret, turning it into a bloody bowl of
ricocheting bullets.
As a result, we assume that all tanks in play on a Force on Force table are buttoned up unless
their controlling player specifically states otherwise. See the Tank Commanders Buttoned
Up & Unbuttoned for rules concerning buttoned and unbuttoned Tank Commanders.
The following rules apply specifically to WWII tanks whose commanders are buttoned up:
Infantry moving through or in cover are difficult for a buttoned-up tank to spot. Vehicles can
always spot infantry that are Exposed and in line of sight, but if any concealing terrain (trees,
shrubs, rocks, walls, rubble, etc.) is in between the tank and an infantry unit, the tank must treat
the infantry unit as if it were Hidden (see Hidden Units). Buttoned up tanks may make one
attempt to spot infantry per turn, either when the tank is activated or when it takes a Defensive
Action. Tanks may always attempt to spot infantry units or guns firing at them, and may react if
they succeed in spotting a target and have Defensive Actions/Reactions left.
Buttoned up tanks may only attempt to spot infantry units that are actually Hidden when the
hidden unit fires at them. This restriction doesnt apply to Hidden AT or Infantry Guns
All Class 0 weapons throw 2d vs. infantry and soft skin vehicles only.
All Class 1 weapons throw 3d.
Class 2 Weapons:
o Class 2 (3d) Light Guns up to 25mm
o Class 2 (4d) Light guns up to 57mm/6Pdr and German 7,5cm L/24
Class 3 Weapons:
o Class 3 (3d) Medium guns of low velocity, up to 76mm, 25 pdr PIAT, Bazooka
o Class 3 (4d) High Velocity guns of 75mm up to 90mm, PzFaust, Pzschreck
Class 3 (5d) High Velocity very long 8,8cm L/71 and 122 and 128mm guns
If the scenario doesnt allow initiative to change hands, your units must remain in place until the
end of the next turn while orders are sorted out. Your units may move into cover if they are not
already there but no other movement is allowed. Your units may fire as normal.
Theres Nothing Friendly About It!
One of your units has been struck by friendly fire, either from an errant aircraft or off target
artillery.
Randomly determine which unit has been struck. If it is an infantry unit, each figure in the unit
must roll a 4+ to avoid becoming a casualty. If a vehicle is struck, roll on the 2 Hits column of
the Vehicle Damage Results chart.
Incoming! (x2)
One of your units is struck by a random barrage of mortar fire.
Randomly determine the unit that is hit by the mortar rounds. The affected unit is struck with a
Firepower of 6d6.
Hunted!
Your Area of Operations has just been transformed into a hunting reserve for two trained killers
and its open season on your men!
Your opponent gains a sniper team that can be placed anywhere within 24 of one of your units.
The sniper team is In Cover and Hidden. It is a two man team with a Troop Quality and Morale
of D10. The team is Stealthy. It may be activated or perform Defensive Fire any time after it is
placed.
Give em Hell!
One of your infantry units gets carried away and blazes away at the enemy like madmen. They
fire with everything they have as fast as they can the next time they engage an enemy unit.
Randomly determine the unit affected. This unit will receive an extra Firepower die for all
attacks, Reactions, or Defensive Fire for the rest of the turn.
Make a Troop Quality check for the unit at the end of the turn. If the unit fails the check, it is
considered to be Poorly Supplied for the duration of the game.
Brownings Buzz-Saw
A Medium Machinegun (MMG) team has been dispatched to assist your force.
The MG team is a two man Weapons Team with a MMG (Medium Support). The team may be
placed immediately anywhere within 4 of a friendly unit but no closer than 6 to an enemy unit.
It has a Troop Quality of d8 and Morale of d10. The team may be activated, React, or engage in
Defensive Fire as soon as it is placed.
Tank Busters!
An AT team has been dispatched to assist your force.
The AT team is a two man Weapons Team with an AT weapon appropriate to the force to which
it belongs (Heavy Support). The team may be placed immediately anywhere within 4 of a
friendly unit but no closer than 6 to an enemy unit. It has a Troop Quality of d8 and Morale of
d10. The team may be activated, React, or engage in Defensive Fire as soon as it is placed.
Tank Support
A single tank has become available to your force!
The tank enters the game from your forces table edge. It has a Confident crew with a Troop
Quality and Morale of d8.
Medic!
Your force gains a medic that may be attached to any unit. That unit will use the Medic/Special
Forces First Aid table for the duration of the game.
Friendly Gremlins
Your force has managed to jam the enemys radio transmissions and/or cut their telephone
lines.
The opposing player loses one Initiative die on the next Initiative check.
Who Won the 39 World Series?
Or whats the Fuhrers birthday?
Rumors have spread like wildfire that enemy troops in your forces uniform and fluent in your
native language have infiltrated the area to wage a covert war of misdirection, sabotage, and
assassination! When you cant trust your own people, who can you trust?
Reduce your forces Morale by one die type. Morale cannot be reduced below d6.